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Redjac

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Posts posted by Redjac

  1. Is there any way for you modders to set the time of day in quick battle maps and have it stick? Some of the quick maps look like crap because if day is selected they are spot lighted directly from the overhead. Too bright. No means of discerning small changes in ground contour.

    Dusk and Dawn is too dark. There should have been, in addition to Day, Dusk, Dawn and Night, a Morning and an Afternoon option. I have started to fool around with the scenario editor to change this but it seems quick battles might be limited to the 4 extreme times of day.

  2. Maybe someone could do a small voice mod for air and artillery call-ins portraying a sense of urgency, and maybe some prc25 style impedence. Not meant as criticism for the game as what is there is fine, its just something that hasn't been modded yet. You tube has some actual recordings for examples. I know they are mostly viet nam, but it gives a good idea.

    Also a voice announcing reinforcement arrival. On occasion with all the mayhem going on, explosions, tunnel vision, I have looked back wondering how long have those guys been sitting there.

  3. for a sale price I'll buy. Sure I've been playing CMBN like everyone else. But I may go so far as saying the one place Tow2 is a little better is with the simple editor and mission generator. Now that i've finished the campaigns I may go to Tow3 Korea while waiting for the CM sequel.

  4. But one thing that bugs me - in about mission 6 I think it was I was informed that my losses would be replenished - this isn't the case however.

    Well the contract to purchase chinooks got stalled by the NDP so resupply will have to be from good ole Jingle trucks again.

    In some cases I am down to one or two men per squad - these are next to useless as they have no binoculars and no AT weapons of any sort, so I end up using them the only way I can; for recce purposes and more often than not they end up as fodder.

    Unfortunately the guy with the Carl Gustav is on LTA right now and won't return until after block 6.

  5. How are houses for LOS now. I found them OK in TOW2, but they took a step back in kursk and maybe caen where lone soldiers didn't look for LOS from within the houses or went to the wrong window, or the LOS was too narrow.

    I realise Korea would not have strong houses like brick so this might not be a concern in this game.

  6. @Spellir,

    You may not be correct about lethality being too high, in certain contexts. Out of boredom with the game I set up experiments with 2 soldiers standing in a field squared off at 200m. It takes a sniper 2 shots to kill a guy standing at 200m. I have seen the odd single shot kill but i've also seen snipers shoot 3-4 times in that experiment. Same with MG 42. Sometimes 2 and 3 bursts. I am not saying that is unrealistic. But it is definitely not overtly lethal.

    Infantry get killed easily for many reasons. I notice when I am suddenly down to a few units suddenly their survive-ability goes up and they are much more successful at killing and staying alive. That means to me I am not playing on a slow enough speed setting, and the time I move my attention from one unit to another is too long resulting in units not being managed, and left to die.

  7. I made an attrition campaign consisting of 4 tanks 4 spg 3 armoured cars and 6 squads. No reinforcements at all. No new units per battle. (except the enemy ofcourse). It was a different experience knowing if you lost a unit it woudn't be there for the next battle. I also threw in a few cake walk missions to get experience and dish out medals. You also had to win each battle to proceed to the next.

    The way the game handles casualties. If a tank is disabled it will be there next battle. A dead crewman replaced. Casualties in squads are replaced. You only lose a vehicle when it is catastrophically damaged or the entire squad killed.

    By about the 7th battle of 10 my force consisted of a few highly decorated heroes and alot of greenhorns. By the last battle, my force was a remnant. A couple of the original vehicles made it, in these were some demigod crewman. There was also a couple soldiers in squads who carried through to the end, ironically these guys did not have many kills.

  8. Well, it is obviously possible in TOW2 to do both, since Infantry can do it. But, I am more apt to have an existing crew that bailed act as a sort of 'reserve' for the rest of my armor, so if a crew member from another tank is killed, I can call in one of these guys to take his place. Am I wrong in assuming that many WWII tanks had controls that would be at least operable for a tanker from another army? If I am way off, then by all means educate me. :D

    in Tow2 you have to be a driver to drive. Infantry can't drive. If its your own vehicle a skill of 15 is required. If its an enemy tank a skill greater than 50, something like that.

  9. Wego feels like turn based, while you sit back and watch the resolution of your moves take place simultaneously with the opponent. Its much more accurate and rewarding than the real time games like TOW or close combat, IMO. But slower. Much much better for handling large scale battles, (like a company minus). Personally I never liked the way the turns were phased in Panzer Command, but that is a good game too and wego.

  10. I'm not sure I can find any basis for the AT guns losing sight of a stationary tank when the gun commander is killed. For example 88 pak 2 rounds fired at 600m in a dual with a crippled T34. Gun commander is killed, LOS of tank gone. Can no longer fire.

    Does this represent the remaining gun crew not seeing the tank. Well its the gunner who has the aming optics and he's OK behind the gun shield. Or does it represent suppression, if so thats fair but its not conveyed well.

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